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Old 02-04-12, 08:49 AM   #3136
Sepp von Ch.
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Quote:
Originally Posted by h.sie View Post
@DepthCharger, complutum:

Currently, I am hardcoding all my last Test-Versions (TorpedoFailures, DieselDamage, CollisionDamage, BatteryDischarge, TorpedoPistolSwitchBugFix) and some minor corrections into the sh3.exe V16B. Also, the new VampireNightVisionFix will be added after an appropriate test period. After that, V16B will be released. Estimation: About 1 - 4 weeks.
This month! Wow! Looking forward h.sie! Your patch (currently v16a3) is great job for all SHIII players!
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Old 02-04-12, 12:53 PM   #3137
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Quote:
Originally Posted by h.sie View Post
@jean: the original Collisions.act code already considers relevant parameters of the collisional objects like:
  • mass
  • armor
  • speed
  • collision impact angle
  • some randomness
So the devs made a good job in principle, but the overall effect on the UBoats pressure hull is too low IMO. So I programmed a factor of 8 (will be customizeable via .ini file) what means that the damage applied to the pressure hull (-> reduction of hitpoints) is boosted by 8. That's all. A simple factor of 8. Nothing more. But only for SurfaceShip-PlayerUboat collisions. All other collisions are not affected.


h.sie
And it event work with iceberg collision !!!

You are really incredible Mister H.sie !!!

Best regards,


Jean
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Old 02-04-12, 12:58 PM   #3138
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If you set the Collision Factor to a negative value, e.g. -1, then you can even repair your pressure hull by ramming a tanker. (In the future, I should focus on arcade gamers ).
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Last edited by h.sie; 02-04-12 at 01:09 PM.
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Old 02-05-12, 05:51 AM   #3139
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If you set the Collision Factor to a negative value, e.g. -1, then you can even repair your pressure hull by ramming a tanker. (In the future, I should focus on arcade gamers ).



Greetings

Jean
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Old 02-05-12, 06:52 AM   #3140
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Added to the 1st post of this thread:

Personal Note
The term "realistic" in this thread is not meant as "absolute realistic". Instead, it has to be understood as "what h.sie assumes to be realistic".
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Old 02-05-12, 10:19 AM   #3141
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Quote:
Originally Posted by h.sie View Post
Added to the 1st post of this thread:

Personal Note
The term "realistic" in this thread is not meant as "absolute realistic". Instead, it has to be understood as "what h.sie assumes to be realistic".
sure

in case someone believes you are God
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Old 02-05-12, 10:29 AM   #3142
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Not god, but Petrus - since I can change that weather as I like (unfortunately only in sh3)
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Old 02-05-12, 12:49 PM   #3143
erikdell
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Default U Tanker Mod

hey guys! where is the file that contains the surface tanker's names so i can modify them to use the mod?
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Old 02-05-12, 05:41 PM   #3144
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@erik:

data\Campaigns\Campaign\Campaign_SCR.mis

U-Tankers are Class=NavalBase
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Old 02-05-12, 06:23 PM   #3145
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One thing I've been very curious about is regarding the possibility of enabling independent speed controls for the port and starboard engines.

I recall that, some time ago, Racerboy had found "lost" telegraphs on the bridge, or conning tower, for the port and starboard engines while he was combing through the DAT files one day. Based on that information, it seems that the developers had intended to have this feature, but then abandoned it.

I wonder if the program code also exists somewhere in the game files, but was disabled?
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Old 02-06-12, 01:59 AM   #3146
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@Graf Paper:This is already on the todo-list, but until now I didn't find anything in the code. I guess >95% of the code is still secret for me.
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Old 02-06-12, 11:34 AM   #3147
Graf Paper
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Most people have no idea just how huge the code base is for a 3D game such as SH3. The fact that you've unlocked the secrets of even 5%, and without benefit of the source code or an SDK, is still an amazing feat.

I assume you're using tools like OllyDbg or IDA and Hex-Rays, but I still don't envy you the task of trying to make sense of all that. It's likely there were also some obfuscation methods used to worsen your headache.

I had always hoped someone might finally unravel the full structure of SH3, and you've taken those first big steps to being the one. It may only be 5% so far, but it's been brilliantly done!
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Old 02-06-12, 01:41 PM   #3148
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Quote:
Originally Posted by h.sie View Post
@erik:

data\Campaigns\Campaign\Campaign_SCR.mis

U-Tankers are Class=NavalBase
Thanks!!! I need fueellll!
Superb Work!!!
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Old 02-06-12, 01:51 PM   #3149
reaper7
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Quote:
Originally Posted by h.sie View Post
@Graf Paper:This is already on the todo-list, but until now I didn't find anything in the code. I guess >95% of the code is still secret for me.

The biggest problem will be finding a free dial type that you can then assign the 2nd speed telegraph too.
In my testing when creating the 2nd stopwatch (U-jadg) and the working Impact angle Dial.
I was unable to find any free dial-type that responded to imputs given.
In the end I had to use currently used types and hijack them, then reassign the hijacked ones to other dials.

But maybe with exe edits it can be possible to create new dial types that work
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Old 02-10-12, 12:09 PM   #3150
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Just a note for the JGSME supllement thing and text files, at least appending could be automated:

more file1 >> file2

within a batch file will append text from file1 at the end of file2 , just have no clue how this could help adding the wolfpack? units in the campaign files , but it should work with the other files that need modification...

As I couldnt get my GWX 3.0 installation stable I am at the drydock, maybe i will try again some time...
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